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webgl_loader_md2_control.html 7.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - morphtargets - MD2 controls</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <meta property="og:title" content="three.js webgl - morphtargets - MD2 controls">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_loader_md2_control.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_loader_md2_control.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. <style>
  13. body {
  14. background-color: #fff;
  15. color: #444;
  16. }
  17. a {
  18. color: #08f;
  19. }
  20. </style>
  21. </head>
  22. <body>
  23. <div id="info">
  24. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - MD2 Loader<br />
  25. use arrows to control characters, mouse for camera
  26. </div>
  27. <script type="importmap">
  28. {
  29. "imports": {
  30. "three": "../build/three.module.js",
  31. "three/addons/": "./jsm/"
  32. }
  33. }
  34. </script>
  35. <script type="module">
  36. import * as THREE from 'three';
  37. import Stats from 'three/addons/libs/stats.module.js';
  38. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  39. import { MD2CharacterComplex } from 'three/addons/misc/MD2CharacterComplex.js';
  40. import { Gyroscope } from 'three/addons/misc/Gyroscope.js';
  41. let SCREEN_WIDTH = window.innerWidth;
  42. let SCREEN_HEIGHT = window.innerHeight;
  43. let container, stats;
  44. let camera, scene, renderer;
  45. const characters = [];
  46. let nCharacters = 0;
  47. let cameraControls;
  48. const controls = {
  49. moveForward: false,
  50. moveBackward: false,
  51. moveLeft: false,
  52. moveRight: false
  53. };
  54. const timer = new THREE.Timer();
  55. timer.connect( document );
  56. init();
  57. function init() {
  58. container = document.createElement( 'div' );
  59. document.body.appendChild( container );
  60. // CAMERA
  61. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
  62. camera.position.set( 0, 150, 1300 );
  63. // SCENE
  64. scene = new THREE.Scene();
  65. scene.background = new THREE.Color( 0xffffff );
  66. scene.fog = new THREE.Fog( 0xffffff, 1000, 4000 );
  67. scene.add( camera );
  68. // LIGHTS
  69. scene.add( new THREE.AmbientLight( 0x666666, 3 ) );
  70. const light = new THREE.DirectionalLight( 0xffffff, 7 );
  71. light.position.set( 200, 450, 500 );
  72. light.castShadow = true;
  73. light.shadow.mapSize.width = 1024;
  74. light.shadow.mapSize.height = 512;
  75. light.shadow.camera.near = 100;
  76. light.shadow.camera.far = 1200;
  77. light.shadow.camera.left = - 1000;
  78. light.shadow.camera.right = 1000;
  79. light.shadow.camera.top = 350;
  80. light.shadow.camera.bottom = - 350;
  81. scene.add( light );
  82. // scene.add( new THREE.CameraHelper( light.shadow.camera ) );
  83. // GROUND
  84. const gt = new THREE.TextureLoader().load( 'textures/terrain/grasslight-big.jpg' );
  85. const gg = new THREE.PlaneGeometry( 16000, 16000 );
  86. const gm = new THREE.MeshPhongMaterial( { color: 0xffffff, map: gt } );
  87. const ground = new THREE.Mesh( gg, gm );
  88. ground.rotation.x = - Math.PI / 2;
  89. ground.material.map.repeat.set( 64, 64 );
  90. ground.material.map.wrapS = THREE.RepeatWrapping;
  91. ground.material.map.wrapT = THREE.RepeatWrapping;
  92. ground.material.map.colorSpace = THREE.SRGBColorSpace;
  93. // note that because the ground does not cast a shadow, .castShadow is left false
  94. ground.receiveShadow = true;
  95. scene.add( ground );
  96. // RENDERER
  97. renderer = new THREE.WebGLRenderer( { antialias: true } );
  98. renderer.setPixelRatio( window.devicePixelRatio );
  99. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  100. renderer.setAnimationLoop( animate );
  101. container.appendChild( renderer.domElement );
  102. //
  103. renderer.shadowMap.enabled = true;
  104. renderer.shadowMap.type = THREE.PCFShadowMap;
  105. // STATS
  106. stats = new Stats();
  107. container.appendChild( stats.dom );
  108. // EVENTS
  109. window.addEventListener( 'resize', onWindowResize );
  110. document.addEventListener( 'keydown', onKeyDown );
  111. document.addEventListener( 'keyup', onKeyUp );
  112. // CONTROLS
  113. cameraControls = new OrbitControls( camera, renderer.domElement );
  114. cameraControls.target.set( 0, 50, 0 );
  115. cameraControls.update();
  116. // CHARACTER
  117. const configOgro = {
  118. baseUrl: 'models/md2/ogro/',
  119. body: 'ogro.md2',
  120. skins: [ 'grok.jpg', 'ogrobase.png', 'arboshak.png', 'ctf_r.png', 'ctf_b.png', 'darkam.png', 'freedom.png',
  121. 'gib.png', 'gordogh.png', 'igdosh.png', 'khorne.png', 'nabogro.png',
  122. 'sharokh.png' ],
  123. weapons: [[ 'weapon.md2', 'weapon.jpg' ]],
  124. animations: {
  125. move: 'run',
  126. idle: 'stand',
  127. jump: 'jump',
  128. attack: 'attack',
  129. crouchMove: 'cwalk',
  130. crouchIdle: 'cstand',
  131. crouchAttach: 'crattack'
  132. },
  133. walkSpeed: 350,
  134. crouchSpeed: 175
  135. };
  136. const nRows = 1;
  137. const nSkins = configOgro.skins.length;
  138. nCharacters = nSkins * nRows;
  139. for ( let i = 0; i < nCharacters; i ++ ) {
  140. const character = new MD2CharacterComplex();
  141. character.scale = 3;
  142. character.controls = controls;
  143. characters.push( character );
  144. }
  145. const baseCharacter = new MD2CharacterComplex();
  146. baseCharacter.scale = 3;
  147. baseCharacter.onLoadComplete = function () {
  148. let k = 0;
  149. for ( let j = 0; j < nRows; j ++ ) {
  150. for ( let i = 0; i < nSkins; i ++ ) {
  151. const cloneCharacter = characters[ k ];
  152. cloneCharacter.shareParts( baseCharacter );
  153. // cast and receive shadows
  154. cloneCharacter.enableShadows( true );
  155. cloneCharacter.setWeapon( 0 );
  156. cloneCharacter.setSkin( i );
  157. cloneCharacter.root.position.x = ( i - nSkins / 2 ) * 150;
  158. cloneCharacter.root.position.z = j * 250;
  159. scene.add( cloneCharacter.root );
  160. k ++;
  161. }
  162. }
  163. const gyro = new Gyroscope();
  164. gyro.add( camera );
  165. gyro.add( light, light.target );
  166. characters[ Math.floor( nSkins / 2 ) ].root.add( gyro );
  167. };
  168. baseCharacter.loadParts( configOgro );
  169. }
  170. // EVENT HANDLERS
  171. function onWindowResize() {
  172. SCREEN_WIDTH = window.innerWidth;
  173. SCREEN_HEIGHT = window.innerHeight;
  174. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  175. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  176. camera.updateProjectionMatrix();
  177. }
  178. function onKeyDown( event ) {
  179. switch ( event.code ) {
  180. case 'ArrowUp':
  181. case 'KeyW': controls.moveForward = true; break;
  182. case 'ArrowDown':
  183. case 'KeyS': controls.moveBackward = true; break;
  184. case 'ArrowLeft':
  185. case 'KeyA': controls.moveLeft = true; break;
  186. case 'ArrowRight':
  187. case 'KeyD': controls.moveRight = true; break;
  188. // case 'KeyC': controls.crouch = true; break;
  189. // case 'Space': controls.jump = true; break;
  190. // case 'ControlLeft':
  191. // case 'ControlRight': controls.attack = true; break;
  192. }
  193. }
  194. function onKeyUp( event ) {
  195. switch ( event.code ) {
  196. case 'ArrowUp':
  197. case 'KeyW': controls.moveForward = false; break;
  198. case 'ArrowDown':
  199. case 'KeyS': controls.moveBackward = false; break;
  200. case 'ArrowLeft':
  201. case 'KeyA': controls.moveLeft = false; break;
  202. case 'ArrowRight':
  203. case 'KeyD': controls.moveRight = false; break;
  204. // case 'KeyC': controls.crouch = false; break;
  205. // case 'Space': controls.jump = false; break;
  206. // case 'ControlLeft':
  207. // case 'ControlRight': controls.attack = false; break;
  208. }
  209. }
  210. //
  211. function animate() {
  212. timer.update();
  213. render();
  214. stats.update();
  215. }
  216. function render() {
  217. const delta = timer.getDelta();
  218. for ( let i = 0; i < nCharacters; i ++ ) {
  219. characters[ i ].update( delta );
  220. }
  221. renderer.render( scene, camera );
  222. }
  223. </script>
  224. </body>
  225. </html>
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